SDK-Update Patch 1.3 (EM4)

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  • Information about the SDK update patch 1.3 for EMERGENCY 4.

    SDK-Update für Patch 1.3

    At the request of the community, Patch 1.3 has been added to EMERGENCY 4 in order to add new scripting features that offer new possibilities for scripting.


    Source Code

    1. void Camera::StartCamShake(float duration_, float strength_, bool localOnly_ = true);


    Source Code

    1. float FireObject::GetEnergy() const;
    2. void FireObject::SetEnergy(float energy_);


    Source Code

    1. int Game::GetNumInjuredPersonNotOnTransport(bool ignoreDead_ = false);
    2. void Game::SetNavigatorCounter(const char* counter_);
    3. const Game::char* GetNavigatorCounter();
    4. bool Game::ExistsPickableAnimal();
    5. bool Game::GetGameString(const char *name_, char *buffer_, int maxcount_);
    6. bool Game::IsHomicideEventRunning();
    7. int Game::GetMaxParkingSpace();
    8. void Game::SetMaxParkingSpace(int space_);
    9. float Game::GetGlobalEventFrequencyFactor();
    10. void Game::SetGlobalEventFrequencyFactor(float factor_);
    11. float Game::GetTimeActivePlayerSwitchMP();
    12. void Game::SetTimeActivePlayerSwitchMP(float time_);
    13. int Game::ShowEvent(const char* Text_, Vector Position_); // returns ID of the event
    14. bool Game::SetEventFinished(int eventID_, bool succesful_, int reward_);
    15. bool Game::IsPositionAcceptable(Vector Position_);
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    Source Code

    1. bool GameObject::IsCommandable() const;
    2. void GameObject::PauseParticleEffect();
    3. void GameObject::ResumeParticleEffect();
    4. void GameObject::PauseParticleEffectChild(const char *name_);
    5. GameObjectList GameObject::GetObjectsWithNameInRange(float radius_, const char* name_, int filter_ = ACTOR_OBJECT | ACTOR_PERSON | ACTOR_VEHICLE | ACTOR_HOUSE | ACTOR_OPEN_HOUSE);
    6. Vector GameObject::GetChildPosition(const char* name_) const;
    7. void GameObject::SetEffect(const char* effect_, const char* params_);
    8. void GameObject::PushActionShoot(ActionInsertMode Mode_, int TargetID_);
    9. void GameObject::PushActionUsePath(ActionInsertMode Mode_, const char *Path_, float Speed_ = 0.f, bool forward_ = true);
    10. void GameObject::PushActionUsePath(ActionInsertMode Mode_, Path *Path_, bool Forward_, float Speed_ = 0.f, bool forceUseRF_ = false);
    11. void GameObject::PushActionScoutArea(ActionInsertMode Mode_);
    12. void GameObject::PushActionCheckVictim(ActionInsertMode Mode_, Person *Person_, float WaitTime_);
    13. void GameObject::AttachSound(int soundRef_);
    14. void GameObject::UnattachSound(int soundRef_);
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    Source Code

    1. bool Input::LShiftPressed();
    2. bool Input::RShiftPressed();
    3. bool Input::LCtrlPressed();
    4. bool Input::RCtrlPressed();


    Source Code

    1. void ScriptInterface::HideMouseCursor(bool hide_);


    Source Code

    1. int OpenHouse::GetChildID(int groupID_) const;
    2. void OpenHouse::UpdateOpenCloseState();


    Source Code

    1. bool Person::IsInSight(int TargetID_) const;
    2. void Person::Carried(bool carried_, bool hide_, GameObject *carrier_ = NULL);
    3. void Person::SetSpreadAngle(float angle_);
    4. void Person::SetSightAngle(float angle_);
    5. bool Person::IsCarWithPrefixInRange(float radius, const char* prefix, int &id);
    6. bool Person::GetDisableGangsterSymbol();
    7. void Person::SetDisableGangsterSymbol(bool disable_);
    8. void Person::SetDogPerceptionRange(float range_);
    9. float Person::GetDogPerceptionRange();
    10. void Person::SetUpgradeLevel(int level_);
    11. int Person::GetUpgradeLevel() const;
    12. bool Person::IsVictim() const;
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    Source Code

    1. void Vehicle::SetMaxEnergy(float energy_);
    2. void Vehicle::PlayAnimOpenDoor(const char *name_, float time_, GameObject *Caller_=NULL);
    3. void Vehicle::PlayAnimCloseDoor(const char *name_, float time_, GameObject *Caller_=NULL);
    4. int Vehicle::GetNumUsedConnectors() const;
    5. bool Vehicle::RemoveTrainWaggon(GameObject *waggon_);
    6. int Vehicle::GetNumTrainWaggons();
    7. void Vehicle::SetWaterStreamStartWidth(float width_);
    8. float Vehicle::GetWaterStreamStartWidth() const;
    9. void Vehicle::SetWaterStreamEndWidth(float width_);
    10. float Vehicle::GetWaterStreamEndWidth() const;


    Source Code

    1. void Weather::SetHail(bool hail_);
    2. bool Weather::GetHail();

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